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#include <FieldSystemComponent.h>
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| virtual bool | HasAnySockets () const override |
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| virtual FIELDSYSTEMENGINE_API FPrimitiveSceneProxy * | CreateSceneProxy () override |
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| void | SetFieldSystem (UFieldSystem *FieldSystemIn) |
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| const UFieldSystem * | GetFieldSystem () const |
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| FIELDSYSTEMENGINE_API void | ApplyLinearForce (UPARAM(DisplayName="Enable Field") bool Enabled, UPARAM(DisplayName="Uniform Direction") FVector Direction, UPARAM(DisplayName="Field Magnitude") float Magnitude) |
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| FIELDSYSTEMENGINE_API void | ApplyStayDynamicField (UPARAM(DisplayName="Enable Field") bool Enabled, UPARAM(DisplayName="Center Position") FVector Position, UPARAM(DisplayName="Field Radius") float Radius) |
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| FIELDSYSTEMENGINE_API void | ApplyRadialForce (UPARAM(DisplayName="Enable Field") bool Enabled, UPARAM(DisplayName="Center Position") FVector Position, UPARAM(DisplayName="Field Magnitude") float Magnitude) |
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| FIELDSYSTEMENGINE_API void | ApplyRadialVectorFalloffForce (UPARAM(DisplayName="Enable Field") bool Enabled, UPARAM(DisplayName="Center Position") FVector Position, UPARAM(DisplayName="Falloff Radius") float Radius, UPARAM(DisplayName="Field Magnitude") float Magnitude) |
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| FIELDSYSTEMENGINE_API void | ApplyUniformVectorFalloffForce (UPARAM(DisplayName="Enable Field") bool Enabled, UPARAM(DisplayName="Center Position") FVector Position, UPARAM(DisplayName="Uniform Direction") FVector Direction, UPARAM(DisplayName="Falloff Radius") float Radius, UPARAM(DisplayName="Field Magnitude") float Magnitude) |
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| FIELDSYSTEMENGINE_API void | ApplyStrainField (UPARAM(DisplayName="Enable Field") bool Enabled, UPARAM(DisplayName="Center Position") FVector Position, UPARAM(DisplayName="Falloff Radius") float Radius, UPARAM(DisplayName="Field Magnitude") float Magnitude, UPARAM(DisplayName="Cluster Levels") int32 Iterations) |
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| FIELDSYSTEMENGINE_API void | ApplyPhysicsField (UPARAM(DisplayName="Enable Field") bool Enabled, UPARAM(DisplayName="Physics Type") EFieldPhysicsType Target, UPARAM(DisplayName="Meta Data") UFieldSystemMetaData *MetaData, UPARAM(DisplayName="Field Node") UFieldNodeBase *Field) |
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| FIELDSYSTEMENGINE_API void | AddPersistentField (UPARAM(DisplayName="Enable Field") bool Enabled, UPARAM(DisplayName="Physics Type") EFieldPhysicsType Target, UPARAM(DisplayName="Meta Data") UFieldSystemMetaData *MetaData, UPARAM(DisplayName="Field Node") UFieldNodeBase *Field) |
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| FIELDSYSTEMENGINE_API void | RemovePersistentFields () |
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| FIELDSYSTEMENGINE_API void | AddFieldCommand (UPARAM(DisplayName="Enable Field") bool Enabled, UPARAM(DisplayName="Physics Type") EFieldPhysicsType Target, UPARAM(DisplayName="Meta Data") UFieldSystemMetaData *MetaData, UPARAM(DisplayName="Field Node") UFieldNodeBase *Field) |
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| FIELDSYSTEMENGINE_API void | ResetFieldSystem () |
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| const TArray< FFieldSystemCommand > & | GetConstructionFields () const |
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◆ AddFieldCommand()
AddConstructionField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined field network. This command will be used in a construction script to setup some particles properties (anchors...). See documentation, for examples of how to recreate variations of the above generic fields using field networks
- Parameters
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| Enabled | Is this force enabled for evaluation. |
| Target | Type of field supported by the solver. |
| MetaData | Meta data used to assist in evaluation |
| Field | Base evaluation node for the field network. |
◆ AddPersistentField()
AddPersistentField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined field network. This command will be persistent in time and will live until the component is destroyed or until the RemovePersistenFields function is called. See documentation, for examples of how to recreate variations of the above generic fields using field networks
- Parameters
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| Enabled | Is this force enabled for evaluation. |
| Target | Type of field supported by the solver. |
| MetaData | Meta data used to assist in evaluation |
| Field | Base evaluation node for the field network. |
◆ ApplyLinearForce()
ApplyUniformForce This function will dispatch a command to the physics thread to apply a uniform linear force on each particle within the simulation.
- Parameters
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| Enabled | Is this force enabled for evaluation. |
| Direction | The direction of the linear force |
| Magnitude | The size of the linear force. |
◆ ApplyPhysicsField()
AddTransientField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined transient field network. See documentation, for examples of how to recreate variations of the above generic fields using field networks
- Parameters
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| Enabled | Is this force enabled for evaluation. |
| Target | Type of field supported by the solver. |
| MetaData | Meta data used to assist in evaluation |
| Field | Base evaluation node for the field network. |
◆ ApplyRadialForce()
ApplyRadialForce This function will dispatch a command to the physics thread to apply a linear force that points away from a position.
- Parameters
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| Enabled | Is this force enabled for evaluation. |
| Position | The origin point of the force |
| Magnitude | The size of the linear force. |
◆ ApplyRadialVectorFalloffForce()
FalloffRadialForce This function will dispatch a command to the physics thread to apply a linear force from a position in space. The force vector is weaker as it moves away from the center.
- Parameters
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| Enabled | Is this force enabled for evaluation. |
| Position | The origin point of the force |
| Radius | Radial influence from the position, positions further away are weaker. |
| Magnitude | The size of the linear force. |
◆ ApplyStayDynamicField()
SetDynamicState This function will dispatch a command to the physics thread to apply a kinematic to dynamic state change for the particles within the field.
- Parameters
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| Enabled | Is this force enabled for evaluation. |
| Position | The location of the command |
| Radius | Radial influence from the position |
◆ ApplyStrainField()
ApplyExternalStran This function will dispatch a command to the physics thread to apply a strain field on a clustered set of geometry. This is used to trigger a breaking event within the solver.
- Parameters
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| Enabled | Is this force enabled for evaluation. |
| Position | The origin point of the force |
| Radius | Radial influence from the position, positions further away are weaker. |
| Magnitude | The size of the linear force. |
| Iterations | Levels of evaluation into the cluster hierarchy. |
◆ ApplyUniformVectorFalloffForce()
FalloffUniformForce This function will dispatch a command to the physics thread to apply a linear force in a uniform direction. The force vector is weaker as it moves away from the center.
- Parameters
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| Enabled | Is this force enabled for evaluation. |
| Position | The origin point of the force |
| Direction | The direction of the linear force |
| Radius | Radial influence from the position, positions further away are weaker. |
| Magnitude | The size of the linear force. |
◆ BuildFieldCommand()
Build a physics field command and dispatch it
◆ ClearFieldCommands()
| void UFieldSystemComponent::ClearFieldCommands |
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protected |
Remove the persistent commands from chaos/world
◆ CreateSceneProxy()
◆ DispatchFieldCommand()
Dispatch the field command to chaos/world
◆ GetConstructionFields()
Get all the construction fields
◆ GetFieldSystem()
| const UFieldSystem * UFieldSystemComponent::GetFieldSystem |
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const |
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inline |
Get the field system asset
◆ GetPhysicsScenes()
Get ell ethe supported physics scenes
◆ GetPhysicsSolvers()
Get ell the supported physics solvers
◆ HasAnySockets()
| virtual bool UFieldSystemComponent::HasAnySockets |
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const |
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inlineoverridevirtual |
◆ HasValidPhysicsState()
| bool UFieldSystemComponent::HasValidPhysicsState |
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const |
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overrideprotectedvirtual |
◆ OnCreatePhysicsState()
| void UFieldSystemComponent::OnCreatePhysicsState |
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overrideprotectedvirtual |
◆ OnDestroyPhysicsState()
| void UFieldSystemComponent::OnDestroyPhysicsState |
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overrideprotectedvirtual |
◆ RemovePersistentFields()
| void UFieldSystemComponent::RemovePersistentFields |
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RemovePersistentFields This function will remove all the field component persistent fields from chaos and from the world
◆ ResetFieldSystem()
| void UFieldSystemComponent::ResetFieldSystem |
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RemoveConstructionFields This function will remove all the field component construction fields from chaos and from the world
◆ SetFieldSystem()
Set the field system asset
◆ ShouldCreatePhysicsState()
| bool UFieldSystemComponent::ShouldCreatePhysicsState |
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const |
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overrideprotectedvirtual |
◆ FFieldSystemEditorCommands
| friend class FFieldSystemEditorCommands |
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friend |
◆ bHasPhysicsState
| bool UFieldSystemComponent::bHasPhysicsState |
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protected |
Boolean to check that the physics state has been built
◆ bIsChaosField
| bool UFieldSystemComponent::bIsChaosField |
If enabled the field will be used by all the chaos solvers
◆ bIsWorldField
| bool UFieldSystemComponent::bIsWorldField |
If enabled the field will be pushed to the world fields and will be available to materials and niagara
◆ BufferCommands
List of all the buffer command
◆ ChaosModule
Chaos module linked to that component
◆ ChaosPersistentFields
List of all the chaos peristent fields
◆ ConstructionCommands
List of all the construction command
◆ FieldSystem
Field system asset to be used to store the construction fields
◆ SetupConstructionFields
List of all the field used to setup chaos (anchor...)
◆ SupportedSolvers
List of solvers this field will affect. An empty list makes this field affect all solvers.
◆ WorldCPUPersistentFields
List of the world CPU peristent fields created by this field component
◆ WorldGPUPersistentFields
List of the world GPU peristent fields created by this field component
The documentation for this class was generated from the following files: